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Josh Ge has been designing and creating games for over a decade, and working on them full time for the past eight years.

His first commercial game is Cogmind, released to early access in May 2015 following years of open development and design blogging, and still being expanded to this day. Read in-depth coverage of the process at gridsagegames.com/blog/.

Exploring achievements in Cogmind, covering why and how they were selected and organized, the creation of 256 icons, and the underlying implementation including related UI features and Steam integration.

Heh, yeah there are some games which do this as well or perhaps it could be said instead , where pretty much the entire game is composed of multicharacter entities and you have something essentially like the growing number of retro-styled ASCII side-scrollers we 've got these days. r n ...

Yeah even though with a traditional roguelike it kinda makes sense that by default it 's going to be really hard, people really didn 't like the rawness of just making everything relative to that with such direct language. r n r nAnd the usefulness of having at least three ...

Indeed CDDA is a good case study in this area, also a relatively unique one in the roguelike world since it 's been in development for such a long time as an open source project with quite a few contributors. DCSS would also qualify in that regard, although I believe ...

It got long xD It was originally even longer, so much so that I had to chop off the end and turn it into another pair of articles... The second is up on my blog, but will be patron-only for a while longer: r nhttps://www.gridsagegames.com/blog/2019/03/roguelike-level-design-addendum-procedural-layouts/

Thanks Eric, we 've already had a bunch of people start or pick up older projects after this talk, so mission accomplished :D r n r nIt 's such a fun genre, but more importantly for developers including especially hobbyists , the community is so great that it 's really ...

Heh, yeah that 's understandable, it sure is long xD. Just wanted to make sure I covered pretty much everything, and wrote it as a reference for myself as much as it is for others. I 'll be coming back to it as well when I need to do achievements ...